3 Track Cajon Project

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Re: 3 Track Cajon Project

Unread postby _o_OOOO_oo-Kanawha » Fri Apr 08, 2016 9:25 am

Tomcat wrote:
_o_OOOO_oo-Kanawha wrote:So the Task Manager shows 1.4 up to 3.1 GB? 3.1 for a large route with only 1 player train in service is rather a lot. A couple of AI trains might raise the memory to 3.5 GB. Anything above 3.5 GB will cause a fatal crash.

This has bothered me for the past few days. Turns out I'm an idgit! 3.1 GB seemed liked more than I usually see when I have Task Manager open so I went back and double checked a few spots on the route and it seems I made a boo boo in the initial reporting. 3.1 GB was the total memory usage of TS2016 combined with the OS and whatever other stuff I had open at the time. Checking just the memory usage of Railworks.exe I can report a less stressful 2.1 GB as the highest I've seen the usage go, even in built up areas such as San Bernardino. In non urban/suburban areas the memory usage hangs around 1.6 GB or so. Sorry for the initial error, perhaps I can blame it on age.

Thanks for clearing that up. Hate to see a great potential route go to waste under real operating conditions.

Like the Minermen on their New Jersey route project, do you also make maximum use of a relatively limited number of assets by stacking, scaling, turning and combining them in many different, previously unseen ways?
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Re: 3 Track Cajon Project

Unread postby Tomcat » Fri Apr 08, 2016 12:32 pm

_o_OOOO_oo-Kanawha wrote:Like the Minermen on their New Jersey route project, do you also make maximum use of a relatively limited number of assets by stacking, scaling, turning and combining them in many different, previously unseen ways?


I don't know if one could say that I make maximum use of it, but I do combine buildings and assets to make structures that would otherwise have to be modeled. Scaling is very handy, as an example, there are many different types/sizes of tanks visible along the route and I had started using about 5 or 6 different assets from various places. After awhile I thought it was becoming a bit unwieldy and didn't look quite right mixing various tanks from different modelers so I went simple and just used the basic water tank from DTG for every instance and scaled it to match what I needed. There is a tank farm adjacent to the West Colton Yard where there are maybe 20 tanks of 6 different sizes in place and it was less of a headache for me to just use 1 asset and scale it up or down as necessary.

In a few months time as it gets closer to release I'll go through a cleanup/polishing phase and look for assets that are only used a handful of times and see about recreating them with assets that have been used heavily.
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Re: 3 Track Cajon Project

Unread postby Tomcat » Fri Apr 08, 2016 12:37 pm

Colton-Palmdale cutoff in the vicinity of San Anselmo and Muscoy.

CP001.jpg
CP002.jpg
CP003.jpg
CP004.jpg
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Re: 3 Track Cajon Project

Unread postby Tomcat » Fri Apr 08, 2016 12:44 pm

San Anselmo proper. Approaching Duffy Street.

CP005.jpg


Open field just past Duffy Street.

CP006.jpg


The end of suburbia at the canal that drains into Cajon Wash.

CP007.jpg


Signals on the BNSF Cajon Sub visible in the background as the tracks begin to converge for the trip up the pass.

CP008.jpg


And, the start of the siding at Dike with Cajon Wash visible at the foot of the hills.

CP009.jpg
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Re: 3 Track Cajon Project

Unread postby ssbobz » Fri Apr 08, 2016 12:53 pm

Very impressive. I can't wait to see the summit, some time back I saw that episode of Extreme Trains which had a few shots of the third track being added.
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Re: 3 Track Cajon Project

Unread postby Tomcat » Tue Apr 12, 2016 11:21 pm

I spent a few days at the Eastern end of the route working on Daggett/USMC Yermo and U.P Yermo yard.

Night shot of USMC Yermo Annex looking East. Really hard to get shots that do justice to this facility. The screenshot shows about a third of the base, the other 2/3rds are mostly fenced in fields for vehicle storage and a large shop/repair area which is just barely visible at the upper left.

I just noticed a ramp trying to go AWOL. Oh well, it's a WIP shot anyway.

USMCYermo01.jpg
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Re: 3 Track Cajon Project

Unread postby Ericmopar » Wed Apr 13, 2016 3:12 am

This is looking great.
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Re: 3 Track Cajon Project

Unread postby JackD » Wed Apr 13, 2016 9:57 am

This work is looking great and is much needed. Thank you!

"I just noticed a ramp trying to go AWOL. Oh well, it's a WIP shot anyway."

You have to keep an eye on GI ramps; they just can't be trusted! !*salute*!

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Re: 3 Track Cajon Project

Unread postby Tomcat » Thu Apr 14, 2016 4:49 pm

Ericmopar wrote:This is looking great.

Thanks Eric.

JackD wrote:This work is looking great and is much needed. Thank you!

"I just noticed a ramp trying to go AWOL. Oh well, it's a WIP shot anyway."

You have to keep an eye on GI ramps; they just can't be trusted! !*salute*!

JackD


Thanks Jack but truth be told, what can't be trusted is me placing assets. I've had some real head scratching moments after starting the editor and reviewing some work from a previous editing session.


I stayed with USMC Yermo trying to fill up the vast emptiness. I was toying with the idea of asking DTG why they didn't include the vehicles from the military flatcar TS reward as separate scenery items... Then I found out that jalsina's 'M1A2 Abrams flatcars' pack available in the file library here solved the problem. Thank you jalsina!

It's beginning to shape up and look semi-worthy of the Marine Corps but I must admit I don't think I park as well as the marines at Yermo.

YermoAnnex01.jpg
YermoAnnex06.jpg
YermoAnnex05.jpg
YermoAnnex02.jpg


And just for the heck of it... the solar panel farm at USMC Yermo.

YermoAnnex03.jpg
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Re: 3 Track Cajon Project

Unread postby VITORMARQUES » Thu Apr 14, 2016 4:54 pm

When we have a beta version of this product that seems so fascinating?
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Re: 3 Track Cajon Project

Unread postby NStrains » Thu Apr 14, 2016 5:20 pm

Man this is looking KILLER!!! **!!bow!!** !*brav*! !*cheers*!
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Re: 3 Track Cajon Project

Unread postby Ericmopar » Thu Apr 14, 2016 11:08 pm

Wow, if we get Yermo and Dagget then we just have to have Peggy Sue's 50's Diner. !*roll-laugh*!
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Re: 3 Track Cajon Project

Unread postby jalsina » Fri Apr 15, 2016 1:22 am

Those military vehicles would need some troops guarding them !*roll-laugh*!
Beware those fps! !!det!!
And the Abrams is not in any of the screenshots. !*salute*!
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Re: 3 Track Cajon Project

Unread postby Tomcat » Fri Apr 15, 2016 6:24 am

Thanks guys.

Peggy Sue's is a landmark of sorts, I suppose, at least according to the advertisments they have up along Yermo Road and the Barstow/Mojave freeway. But it is far enough away from the main oval trackage that it could be faked with a generic diner. Just don't tell me that those 'special' women who populate the balconies in Hesperia also come to Peggy Sue's for a err... hmm... ahh... Business lunch, yes that's it... a business lunch.

fps is good for me with the amount of vehicles I have placed, or I should say it's no worse than what I expect with my lousy laptop. As for lack of tanks I took my cue from Google Earth and I don't see tanks anywhere on the facility, at least they are not out in the open... what's in those large warehouses I have no idea. I may wind up placing a small contingent of Abrams somewhere just because I can.

VITORMARQUES wrote:When we have a beta version of this product that seems so fascinating?


Hard to say at this point. There is the ole' standby 'When it's done'. I realize that's vague but it depends on so many variables I just can't predict. If I were pressed to give some answer then I might say that in 3 to 5 months I could be ready to hand off a beta version to the folks in charge here that would have the track at 100% complete and then it could be another 6 to 8 months before I have all the scenery done to my satisfaction before a final release. All is speculation at this point however.
Last edited by Tomcat on Mon Apr 18, 2016 3:45 am, edited 1 time in total.
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Re: 3 Track Cajon Project

Unread postby Tomcat » Sun Apr 17, 2016 8:47 pm

A cut about one/two miles North of Helendale. In all three shots the train is headed South.


HelendaleNorth03.jpg
HelendaleNorth02.jpg
HelendaleNorth01.jpg
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